switcher
Wonder3D++: Cross-domain Diffusion for High-fidelity 3D Generation from a Single Image
Yang, Yuxiao, Long, Xiao-Xiao, Dou, Zhiyang, Lin, Cheng, Liu, Yuan, Yan, Qingsong, Ma, Yuexin, Wang, Haoqian, Wu, Zhiqiang, Yin, Wei
Abstract--In this work, we introduce Wonder3D++, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. T o holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. T o ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a cascaded 3D mesh extraction algorithm that drives high-quality surfaces from the multi-view 2D representations in only about 3 minute in a coarse-to-fine manner . Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works. Reconstructing 3D geometry from a single image [13], [25], [36], [42], [43], [46], [49] stands as a fundamental task in computer graphics and 3D computer vision, benefiting a wide range of versatile applications such as novel view synthesis [7], [24], [39], 3D content creation [38], [53], and robotics grasping [29], [93]. However, this task is notably challenging since it is ill-posed and demands the ability to discern the 3D geometry of both visible and invisible parts. This ability requires extensive knowledge of the 3D world. Recently, the field of 3D generation has experienced rapid and flourishing development with the introduction of diffusion models. Y uxiao Y ang and Xiao-Xiao Long contribute equally to this work. Y uxiao Y ang is with Tsinghua University and also with Nanjing University. Xiaoxiao Long is with Nanjing University. Zhiqiang Wu and Wei Yin are the corresponding authors.
Fault Tolerant Multi-Agent Learning with Adversarial Budget Constraints
Mguni, David, Sun, Yaqi, Chen, Haojun, Darabi, Amir, Orimoloye, Larry Olanrewaju, Yang, Yaodong
In multi-agent systems, the safe and reliable execution of tasks often depends on agents correctly coordinating their actions. However, in real-world deployments, failures of computational components are inevitable, presenting a critical challenge: ensuring that multi-agent reinforcement learning (MARL) policies remain effective even when some agents malfunction. We propose the Multi-Agent Robust Training Algorithm (MARTA), a plug-and-play framework for training MARL agents to be resilient to potentially severe faults. MARTA operates in cooperative multi-agent settings where agents may lose the ability to execute their intended actions. It learns to identify failure scenarios that are especially detrimental to system performance and equips agents with strategies to mitigate their impact. At the heart of MARTA is a novel adversarial Markov game in which an adversary -- modelled via \emph{Markov switching controls} -- learns to disable agents in high-risk state regions, while the remaining agents are trained to \emph{jointly} best-respond to such targeted malfunctions. To ensure practicality, MARTA enforces a malfunction budget, constraining the adversary to a fixed number of failures and learning robust policies accordingly. We provide theoretical guarantees that MARTA converges to a Markov perfect equilibrium, ensuring agents optimally counteract worst-case faults. Empirically, we show that MARTA achieves state-of-the-art fault-tolerant performance across benchmark environments, including Multi-Agent Particle World and Level-Based Foraging.
All Language Models Large and Small
Chen, Zhixun, Du, Yali, Mguni, David
Many leading language models (LMs) use high-intensity computational resources both during training and execution. This poses the challenge of lowering resource costs for deployment and faster execution of decision-making tasks among others. We introduce a novel plug-and-play LM framework named Language Optimising Network Distribution (LONDI) framework. LONDI learns to selectively employ large LMs only where complex decision-making and reasoning are required while using low-resource LMs (i.e. LMs require less GPU usage, but may not be able to solve the problem alone) everywhere else. LONDI consists of a system of two (off-)policy networks, an LM, a large LM (LLM), and a reinforcement learning module that uses switching controls to quickly learn which system states to call the LLM. We then introduce a variant of LONDI that maintains budget constraints on LLM calls and hence its resource usage. Theoretically, we prove LONDI learns the subset of system states to activate the LLM required to solve the task. We then prove that LONDI converges to optimal solutions while also preserving budgetary constraints on LLM calls almost surely enabling it to solve various tasks while significantly lowering computational costs. We test LONDI's performance in a range of tasks in ScienceWorld and BabyAI-Text and demonstrate that LONDI can solve tasks only solvable by resource-intensive LLMs while reducing GPU usage by up to 30%.
Dynamically Switching Human Prediction Models for Efficient Planning
Sripathy, Arjun, Bobu, Andreea, Brown, Daniel S., Dragan, Anca D.
As environments involving both robots and humans become increasingly common, so does the need to account for people during planning. To plan effectively, robots must be able to respond to and sometimes influence what humans do. This requires a human model which predicts future human actions. A simple model may assume the human will continue what they did previously; a more complex one might predict that the human will act optimally, disregarding the robot; whereas an even more complex one might capture the robot's ability to influence the human. These models make different trade-offs between computational time and performance of the resulting robot plan. Using only one model of the human either wastes computational resources or is unable to handle critical situations. In this work, we give the robot access to a suite of human models and enable it to assess the performance-computation trade-off online. By estimating how an alternate model could improve human prediction and how that may translate to performance gain, the robot can dynamically switch human models whenever the additional computation is justified. Our experiments in a driving simulator showcase how the robot can achieve performance comparable to always using the best human model, but with greatly reduced computation.
Switch-based Active Deep Dyna-Q: Efficient Adaptive Planning for Task-Completion Dialogue Policy Learning
Wu, Yuexin, Li, Xiujun, Liu, Jingjing, Gao, Jianfeng, Yang, Yiming
Training task-completion dialogue agents with reinforcement learning usually requires a large number of real user experiences. The Dyna-Q algorithm extends Q-learning by integrating a world model, and thus can effectively boost training efficiency using simulated experiences generated by the world model. The effectiveness of Dyna-Q, however, depends on the quality of the world model - or implicitly, the pre-specified ratio of real vs. simulated experiences used for Q-learning. To this end, we extend the recently proposed Deep Dyna-Q (DDQ) framework by integrating a switcher that automatically determines whether to use a real or simulated experience for Q-learning. Furthermore, we explore the use of active learning for improving sample efficiency, by encouraging the world model to generate simulated experiences in the state-action space where the agent has not (fully) explored. Our results show that by combining switcher and active learning, the new framework named as Switch-based Active Deep Dyna-Q (Switch-DDQ), leads to significant improvement over DDQ and Q-learning baselines in both simulation and human evaluations.
Letters to the Editor
Nilsson, Nils J., Stefik, Mark, Partridge, Derek, Lanning, Stan
He then proved that In addition, I noticed that John McCarthy was snapping network representations (such as that of the brain) cannot freely with his camera at the workshop. He may have some possibly exhibit intelligence-tapes, as in Turing Machines, amusing illustrations of the unlikely events rec0rded.l